diff options
Diffstat (limited to 'libs/hwui/renderstate/RenderState.cpp')
-rw-r--r-- | libs/hwui/renderstate/RenderState.cpp | 285 |
1 files changed, 4 insertions, 281 deletions
diff --git a/libs/hwui/renderstate/RenderState.cpp b/libs/hwui/renderstate/RenderState.cpp index 5e33353c3ac6..3be84f588a20 100644 --- a/libs/hwui/renderstate/RenderState.cpp +++ b/libs/hwui/renderstate/RenderState.cpp @@ -18,6 +18,7 @@ #include "DeferredLayerUpdater.h" #include "GlLayer.h" #include "VkLayer.h" +#include "Snapshot.h" #include "renderthread/CanvasContext.h" #include "renderthread/EglManager.h" @@ -36,25 +37,11 @@ RenderState::RenderState(renderthread::RenderThread& thread) } RenderState::~RenderState() { - LOG_ALWAYS_FATAL_IF(mBlend || mMeshState || mScissor || mStencil, - "State object lifecycle not managed correctly"); } void RenderState::onGLContextCreated() { - LOG_ALWAYS_FATAL_IF(mBlend || mMeshState || mScissor || mStencil, - "State object lifecycle not managed correctly"); GpuMemoryTracker::onGpuContextCreated(); - mBlend = new Blend(); - mMeshState = new MeshState(); - mScissor = new Scissor(); - mStencil = new Stencil(); - - // Deferred because creation needs GL context for texture limits - if (!mLayerPool) { - mLayerPool = new OffscreenBufferPool(); - } - // This is delayed because the first access of Caches makes GL calls if (!mCaches) { mCaches = &Caches::createInstance(*this); @@ -69,29 +56,16 @@ static void layerLostGlContext(Layer* layer) { } void RenderState::onGLContextDestroyed() { - mLayerPool->clear(); - // TODO: reset all cached state in state objects std::for_each(mActiveLayers.begin(), mActiveLayers.end(), layerLostGlContext); mCaches->terminate(); - delete mBlend; - mBlend = nullptr; - delete mMeshState; - mMeshState = nullptr; - delete mScissor; - mScissor = nullptr; - delete mStencil; - mStencil = nullptr; - destroyLayersInUpdater(); GpuMemoryTracker::onGpuContextDestroyed(); } void RenderState::onVkContextCreated() { - LOG_ALWAYS_FATAL_IF(mBlend || mMeshState || mScissor || mStencil, - "State object lifecycle not managed correctly"); GpuMemoryTracker::onGpuContextCreated(); } @@ -112,23 +86,11 @@ GrContext* RenderState::getGrContext() const { } void RenderState::flush(Caches::FlushMode mode) { - switch (mode) { - case Caches::FlushMode::Full: - // fall through - case Caches::FlushMode::Moderate: - // fall through - case Caches::FlushMode::Layers: - if (mLayerPool) mLayerPool->clear(); - break; - } if (mCaches) mCaches->flush(mode); } void RenderState::onBitmapDestroyed(uint32_t pixelRefId) { - if (mCaches && mCaches->textureCache.destroyTexture(pixelRefId)) { - glFlush(); - GL_CHECKPOINT(MODERATE); - } + // DEAD CODE } void RenderState::setViewport(GLsizei width, GLsizei height) { @@ -177,12 +139,7 @@ void RenderState::invokeFunctor(Functor* functor, DrawGlInfo::Mode mode, DrawGlI } void RenderState::interruptForFunctorInvoke() { - mCaches->setProgram(nullptr); mCaches->textureState().resetActiveTexture(); - meshState().unbindMeshBuffer(); - meshState().unbindIndicesBuffer(); - meshState().resetVertexPointers(); - meshState().disableTexCoordsVertexArray(); debugOverdraw(false, false); // TODO: We need a way to know whether the functor is sRGB aware (b/32072673) if (mCaches->extensions().hasLinearBlending() && mCaches->extensions().hasSRGBWriteControl()) { @@ -201,25 +158,12 @@ void RenderState::resumeFromFunctorInvoke() { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); - scissor().invalidate(); - blend().invalidate(); - mCaches->textureState().activateTexture(0); mCaches->textureState().resetBoundTextures(); } void RenderState::debugOverdraw(bool enable, bool clear) { - if (Properties::debugOverdraw && mFramebuffer == 0) { - if (clear) { - scissor().setEnabled(false); - stencil().clear(); - } - if (enable) { - stencil().enableDebugWrite(); - } else { - stencil().disable(); - } - } + // DEAD CODE } static void destroyLayerInUpdater(DeferredLayerUpdater* layerUpdater) { @@ -242,229 +186,8 @@ void RenderState::postDecStrong(VirtualLightRefBase* object) { // Render /////////////////////////////////////////////////////////////////////////////// -void RenderState::render(const Glop& glop, const Matrix4& orthoMatrix, - bool overrideDisableBlending) { - const Glop::Mesh& mesh = glop.mesh; - const Glop::Mesh::Vertices& vertices = mesh.vertices; - const Glop::Mesh::Indices& indices = mesh.indices; - const Glop::Fill& fill = glop.fill; - - GL_CHECKPOINT(MODERATE); - - // --------------------------------------------- - // ---------- Program + uniform setup ---------- - // --------------------------------------------- - mCaches->setProgram(fill.program); - - if (fill.colorEnabled) { - fill.program->setColor(fill.color); - } - - fill.program->set(orthoMatrix, glop.transform.modelView, glop.transform.meshTransform(), - glop.transform.transformFlags & TransformFlags::OffsetByFudgeFactor); - - // Color filter uniforms - if (fill.filterMode == ProgramDescription::ColorFilterMode::Blend) { - const FloatColor& color = fill.filter.color; - glUniform4f(mCaches->program().getUniform("colorBlend"), color.r, color.g, color.b, - color.a); - } else if (fill.filterMode == ProgramDescription::ColorFilterMode::Matrix) { - glUniformMatrix4fv(mCaches->program().getUniform("colorMatrix"), 1, GL_FALSE, - fill.filter.matrix.matrix); - glUniform4fv(mCaches->program().getUniform("colorMatrixVector"), 1, - fill.filter.matrix.vector); - } - - // Round rect clipping uniforms - if (glop.roundRectClipState) { - // TODO: avoid query, and cache values (or RRCS ptr) in program - const RoundRectClipState* state = glop.roundRectClipState; - const Rect& innerRect = state->innerRect; - - // add half pixel to round out integer rect space to cover pixel centers - float roundedOutRadius = state->radius + 0.5f; - - // Divide by the radius to simplify the calculations in the fragment shader - // roundRectPos is also passed from vertex shader relative to top/left & radius - glUniform4f(fill.program->getUniform("roundRectInnerRectLTWH"), - innerRect.left / roundedOutRadius, innerRect.top / roundedOutRadius, - (innerRect.right - innerRect.left) / roundedOutRadius, - (innerRect.bottom - innerRect.top) / roundedOutRadius); - - glUniformMatrix4fv(fill.program->getUniform("roundRectInvTransform"), 1, GL_FALSE, - &state->matrix.data[0]); - - glUniform1f(fill.program->getUniform("roundRectRadius"), roundedOutRadius); - } - - GL_CHECKPOINT(MODERATE); - - // -------------------------------- - // ---------- Mesh setup ---------- - // -------------------------------- - // vertices - meshState().bindMeshBuffer(vertices.bufferObject); - meshState().bindPositionVertexPointer(vertices.position, vertices.stride); - - // indices - meshState().bindIndicesBuffer(indices.bufferObject); - - // texture - if (fill.texture.texture != nullptr) { - const Glop::Fill::TextureData& texture = fill.texture; - // texture always takes slot 0, shader samplers increment from there - mCaches->textureState().activateTexture(0); - - mCaches->textureState().bindTexture(texture.texture->target(), texture.texture->id()); - if (texture.clamp != GL_INVALID_ENUM) { - texture.texture->setWrap(texture.clamp, false, false); - } - if (texture.filter != GL_INVALID_ENUM) { - texture.texture->setFilter(texture.filter, false, false); - } - - if (texture.textureTransform) { - glUniformMatrix4fv(fill.program->getUniform("mainTextureTransform"), 1, GL_FALSE, - &texture.textureTransform->data[0]); - } - } - - // vertex attributes (tex coord, color, alpha) - if (vertices.attribFlags & VertexAttribFlags::TextureCoord) { - meshState().enableTexCoordsVertexArray(); - meshState().bindTexCoordsVertexPointer(vertices.texCoord, vertices.stride); - } else { - meshState().disableTexCoordsVertexArray(); - } - int colorLocation = -1; - if (vertices.attribFlags & VertexAttribFlags::Color) { - colorLocation = fill.program->getAttrib("colors"); - glEnableVertexAttribArray(colorLocation); - glVertexAttribPointer(colorLocation, 4, GL_FLOAT, GL_FALSE, vertices.stride, - vertices.color); - } - int alphaLocation = -1; - if (vertices.attribFlags & VertexAttribFlags::Alpha) { - // NOTE: alpha vertex position is computed assuming no VBO - const void* alphaCoords = ((const GLbyte*)vertices.position) + kVertexAlphaOffset; - alphaLocation = fill.program->getAttrib("vtxAlpha"); - glEnableVertexAttribArray(alphaLocation); - glVertexAttribPointer(alphaLocation, 1, GL_FLOAT, GL_FALSE, vertices.stride, alphaCoords); - } - // Shader uniforms - SkiaShader::apply(*mCaches, fill.skiaShaderData, mViewportWidth, mViewportHeight); - - GL_CHECKPOINT(MODERATE); - Texture* texture = (fill.skiaShaderData.skiaShaderType & kBitmap_SkiaShaderType) - ? fill.skiaShaderData.bitmapData.bitmapTexture - : nullptr; - const AutoTexture autoCleanup(texture); - - // If we have a shader and a base texture, the base texture is assumed to be an alpha mask - // which means the color space conversion applies to the shader's bitmap - Texture* colorSpaceTexture = texture != nullptr ? texture : fill.texture.texture; - if (colorSpaceTexture != nullptr) { - if (colorSpaceTexture->hasColorSpaceConversion()) { - const ColorSpaceConnector* connector = colorSpaceTexture->getColorSpaceConnector(); - glUniformMatrix3fv(fill.program->getUniform("colorSpaceMatrix"), 1, GL_FALSE, - connector->getTransform().asArray()); - } - - TransferFunctionType transferFunction = colorSpaceTexture->getTransferFunctionType(); - if (transferFunction != TransferFunctionType::None) { - const ColorSpaceConnector* connector = colorSpaceTexture->getColorSpaceConnector(); - const ColorSpace& source = connector->getSource(); - - switch (transferFunction) { - case TransferFunctionType::None: - break; - case TransferFunctionType::Full: - glUniform1fv(fill.program->getUniform("transferFunction"), 7, - reinterpret_cast<const float*>(&source.getTransferParameters().g)); - break; - case TransferFunctionType::Limited: - glUniform1fv(fill.program->getUniform("transferFunction"), 5, - reinterpret_cast<const float*>(&source.getTransferParameters().g)); - break; - case TransferFunctionType::Gamma: - glUniform1f(fill.program->getUniform("transferFunctionGamma"), - source.getTransferParameters().g); - break; - } - } - } - - // ------------------------------------ - // ---------- GL state setup ---------- - // ------------------------------------ - if (CC_UNLIKELY(overrideDisableBlending)) { - blend().setFactors(GL_ZERO, GL_ZERO); - } else { - blend().setFactors(glop.blend.src, glop.blend.dst); - } - - GL_CHECKPOINT(MODERATE); - - // ------------------------------------ - // ---------- Actual drawing ---------- - // ------------------------------------ - if (indices.bufferObject == meshState().getQuadListIBO()) { - // Since the indexed quad list is of limited length, we loop over - // the glDrawXXX method while updating the vertex pointer - GLsizei elementsCount = mesh.elementCount; - const GLbyte* vertexData = static_cast<const GLbyte*>(vertices.position); - while (elementsCount > 0) { - GLsizei drawCount = std::min(elementsCount, (GLsizei)kMaxNumberOfQuads * 6); - GLsizei vertexCount = (drawCount / 6) * 4; - meshState().bindPositionVertexPointer(vertexData, vertices.stride); - if (vertices.attribFlags & VertexAttribFlags::TextureCoord) { - meshState().bindTexCoordsVertexPointer(vertexData + kMeshTextureOffset, - vertices.stride); - } - - if (mCaches->extensions().getMajorGlVersion() >= 3) { - glDrawRangeElements(mesh.primitiveMode, 0, vertexCount - 1, drawCount, - GL_UNSIGNED_SHORT, nullptr); - } else { - glDrawElements(mesh.primitiveMode, drawCount, GL_UNSIGNED_SHORT, nullptr); - } - elementsCount -= drawCount; - vertexData += vertexCount * vertices.stride; - } - } else if (indices.bufferObject || indices.indices) { - if (mCaches->extensions().getMajorGlVersion() >= 3) { - // use glDrawRangeElements to reduce CPU overhead (otherwise the driver has to determine - // the min/max index values) - glDrawRangeElements(mesh.primitiveMode, 0, mesh.vertexCount - 1, mesh.elementCount, - GL_UNSIGNED_SHORT, indices.indices); - } else { - glDrawElements(mesh.primitiveMode, mesh.elementCount, GL_UNSIGNED_SHORT, - indices.indices); - } - } else { - glDrawArrays(mesh.primitiveMode, 0, mesh.elementCount); - } - - GL_CHECKPOINT(MODERATE); - - // ----------------------------------- - // ---------- Mesh teardown ---------- - // ----------------------------------- - if (vertices.attribFlags & VertexAttribFlags::Alpha) { - glDisableVertexAttribArray(alphaLocation); - } - if (vertices.attribFlags & VertexAttribFlags::Color) { - glDisableVertexAttribArray(colorLocation); - } - - GL_CHECKPOINT(MODERATE); -} - void RenderState::dump() { - blend().dump(); - meshState().dump(); - scissor().dump(); - stencil().dump(); + // DEAD CODE } } /* namespace uirenderer */ |